How to convert to the Universal Render Pipeline in Unity (Tutorial) by #SyntyStudios

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In this tutorial, we cover how to convert a Synty Studios asset pack in Unity to use the Universal Render Pipeline. We look at the old conversion process for Unity 2020 and earlier as well as the newer converter for Unity 2021+.

We look at setting up a fresh URP project from the Unity Hub templates, importing the Universal RP package from the package manager as well as getting our custom shaders working in your URP project.

* buying from the Synty Store gives you both the Unity and Unreal versions of the pack.

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0:00 Introduction
0:15 Creating a new URP project
0:25 Converting an existing project to URP
1:15 Converting materials in 2021+
1:49 Converting materials in 2020 and earlier
2:26 Converting our custom shaders

#tutorial #unity #gamedev
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Fantastic instructions! So great that you are supporting your assets with video content as well

ukiyo_studio
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got the problem - searched and found this tutorial - solved the problem. Nice and easy :) thank you! Great Work

julezgg
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Thank you! I was getting crazy on converting some materials that kept beeing pink, I didn't realize I had an extractor in the asset folder until the end of this video

Lazzarus
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Thanks For The Tutorial, It Works For Me :D

FoxyDungeon
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Thank you! This made it so much clearer. I fixed my project, thank you!!

robotortoise
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omg thanks so much. i followed another tutorial that told me to manually select all my materials and then convert them. i did now know it was so easy.

bananasXR
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The last step is what done did it for me. :)
Thanks!

Cloud-Yo
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thank you much this fixed my problem with meta quest 2 controllers looking pink !

eyaabidi
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I have Polygon Nature, Knights, and Dungeon packs imported, but am having trouble with the Nature pack. The other two asset packages look fine, but most of the Nature pack's assets are pink still. I get errors saying that there's no upgrader to convert the asset to the selected pipeline when trying to convert from built-in to URP.

curlus
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Thanks. Great support for your products.

jamesbester
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start at 2:27 for the custom shaders stuff. I almost closed this video thinking the render converter was not working

falcon
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After running the Render Pipeline converter, is there a quick way to verify that all the materials have been converted via a list, or does it it show which ones weren't converted in the console log?

GruntledGaming
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Your polygon nature pack contains a "URP_Extract_Me" package that seems to do everything automatically. Do I still need to do any of the steps described here? Does the auto-conversion of the mentioned package replace materials or create duplicate ones for URP?

Internet_Enjoyer
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Hello, I'm trying to convert the Polygon Prototype package onto URP but I can't make the black grid appears on the objects anymore, and the colours look off. Do you have a way to do it?

muclemz
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should i use convert built-in to 2D (URP) if im on a 2D project?

CaptMirage
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i see an asset, the title of the asset is "POLYGON Battle Royale - Low Poly 3D Art by Synty", im new on game development and im not sure if the license allows me to use these assets on other kind of games also because the title says battle royale. if you can answer my question Thanks

ard
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A bunch of materials from the biome asset just turn gray and don't work properly for me.

rollingrock
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Something weird I've noticed, when I don't use the URP template, and instead convert my existing project to URP, I don't see all the different renderer assets in my settings folder. Only when I use the template do I have the high fidelity renderer assets and other ones. Are they just located somewhere other than in the settings folder? I'm following another tutorial that requires me to find the high quality renderer asset and modify it, but I don't see it anywhere.

WalrusesAreTheOne
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I'm trying to do this but the asset pack I downloaded has a bunch of custom shaders but no URP ExtractMe file. What do I do in this case? The asset pack I'm trying to use is emerald ai

RogueSnake
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Having some trouble here converting from standard to URP, followed the final step suggested, most things worked but some didn't and I get this error message:
Shader error in invalid subscript 'normalizedScreenSpaceUV' at line 556 (on d3d11)

Compiling Vertex program with FOG_EXP2 _ADDITIONAL_LIGHTS
Platform defines: UNITY_PBS_USE_BRDF1 UNITY_SPECCUBE_BOX_PROJECTION UNITY_SPECCUBE_BLENDING UNITY_ENABLE_DETAIL_NORMALMAP SHADER_API_DESKTOP UNITY_LIGHTMAP_RGBM_ENCODING

I don't understand enough about shaders yet to know what's going on, sounds like it's a problem with the shaders code?

driver